Arch Lich Burns wrote:Ooooooh collector of stories is really good abd suits my character nicely. +5 on knowledge checks if monsters? Yes please. I will bardic knowledge all the things

I'm not sure that it applies to that; BK sort of substitutes for other Knowledge checks I think, and CoS might only apply to rolls you've actually invested skill points in (it is, after all, a SKILL trick, not a Bard trick).

Edit: amaura, are there any books with bard variants? Looking to replace countersone with something.

I'm not Amara, let alone Amaura, but I believe I can help....

Dictum Mortuum's Handbook for Bards wrote:
Spellbreaker Song CM: You lose countersong, but this is already bad. This is no better, but spells with verbal components are much more common than the ones countersong protects you from. The sad thing is that you need concentration to maintain it and it only lasts 3 rounds.
Mimicking Song DS: Anything to replace countersong is going to be probably useful. This song grants an unnamed bonus to move silently checks of you and your allies that improves as you level, up to a maximum of +10 at 20th level. I can't figure out how singing provides you with a move silently bonus, but note that this is absolutely cool and useful if you want to play elan.
Half-Elf Bard RoD 1st level substitution: Lose worthless countersong to get the ability to use bardic music to produce a calm emotions effect. This has combat uses, as it cancels inspire courage and barbarian rage and suppresses morale bonuses. The DC is your diplomacy check, which is easily optimized to really high amounts.
Gnome Bard RoS 1st level substitution: Gnome cantrips is fair trade, you'd probably get those anyway. Counter fear is surprisingly good, as skill checks are easily optimized. If you are found fighting creatures that usually use fear effects, this is a good song. It replaces countersong, which is a bad idea anyway.

Theis2 wrote:I think I may have to pass on this as I can't seem to get enough time to even look at my character lately. Hope you have a great game though.

Sorry to hear it, as your character was kind of going to take point in the first part of the game. Oh well. Quarg, Jacon: if one of you guys wanted to get in, we have an opening. Otherwise, we'll have to go without a dragon-themed character, but at least 5 PCs makes for extremely easy experience-point math.

You either die Chaotic, or you live long enough to see yourself become Lawful.

Glemp wrote:To some extent, you need to be arrogant - without it, you are vulnerable being made someone's tool...for Herbert's sake, have the stubbornness not to submit to what you see instantly, because you can only see some facts at a time.

Lesse... off the top of my head... As for bard variants, you'll find those, and most of 3.5's variant classes, listed here.
3.5 didn't get big in to variant classes so much as Pathfinder did with their "archetypes". There are a few others lurking in random books here and there, but these are the three I see most commonly. (Divine Bard, Bardic Sage, and Savage Bard.) I think 4e started looking at expanding varied class stuff more, too, but outside of lore and racial books I admittedly haven't paid 4e as much mind as other editions.

If you're interested in prestige classes,Loremaster might be worth a gander as well. I'll confess I'm a bit biased, as it's one of my favorite prestige classes, though I've only run wizard and cleric Loremasters myself, but it does expand on bardic knowledge, while giving new tricks otherwise.

Though as a note er... 3.5 wasn't very good about double-checking spells. You'll often get the same spell listed multiple times with slightly different wording between books. ...sometimes the same spell will have a different spell level in different books, too. It's a bit of a mess. (Hence the duplicates on this list.) I guess it's a curse that comes with 3/.5 being quite possibly the edition with the most source material to work with.

There are a lot of nice bard prestige classes other than Loremaster, though, and Bard by itself is pretty great on its own.I'm biased, Bard is probably my favorite class. Actually, I have another book to toss you, if Song and Silence is allowed.

------
I'll be upping Cassien's CHA and DEX as a definite. I'm now debating between Mobile Spellcasting and Weapon Finesse. Whichever I don't get, I'll probably get the other feat once it's available.
Hm. Would you be willing to consider custom flaws? I'd like some sort of weakness, but the default flaws are simultaneously lackluster and potentially overbearing.

Arch Lich Burns wrote:I was looking into loremaster unfortunally i have to find me a bunch of divination spells which i dont think bards get acess to many.

You could use the Bardic Sage variant in Unearthed Arcana, if your alignment is neutral rather than chaotic and you have adequate Intelligence. You even get a bonus to Bardic Knowledge, though you lose a couple rounds of lingering duration off your Inspires, so you have to spend more of your time each battle Performing.

Quarg wrote:Dragon themed?
If needed I might just take Thesis character and mod it a bit if it would work for the story...
But where would I find the character?

This might be considered slightly impolite, but it looks like you managed to come up with something, so no harm done.

Amara wrote:Actually, I have another book to toss you, if Song and Silence is allowed.

It's not specifically prohibited (very few books are), but it's not necessarily "in" either...it's a 3.0 book and much of the better (?) material was recycled in later supplements. I'd be inclined to distrust anything that they opted not to update to 3.5

I'll be upping Cassien's CHA and DEX as a definite. I'm now debating between Mobile Spellcasting and Weapon Finesse. Whichever I don't get, I'll probably get the other feat once it's available.

Take Weapon Finesse for now, and then tell me where I can look up Mobile Spellcasting, which you can take in three levels if I don't say otherwise.

Hm. Would you be willing to consider custom flaws? I'd like some sort of weakness, but the default flaws are simultaneously lackluster and potentially overbearing.

I use Flaws on my NPCs when they desperately need the help, since I often build them suboptimally, or with concepts that suggest a need for self-sabotage; I won't deny that I've occasionally used them to round out a character build, but I try very hard to ensure they never just plain make a character more powerful than is otherwise possible under the rules. As an obvious minmaxing tool, I'm strongly critical of their use by PCs. A custom-made one would be subject to particular scrutiny. You can check the list on realmshelp (find the Feats page, then filter it to Flaws), but several of these are explicitly not allowed, and just in general I tend to grow progressively grumpier the harder a player tries to justify having these things. Since you're a single-classed Human with a reasonably solid class, you won't find me as generous on the subject of Flaws as you would if you were, for example, still playing a Werebear Paladin.

You either die Chaotic, or you live long enough to see yourself become Lawful.

Glemp wrote:To some extent, you need to be arrogant - without it, you are vulnerable being made someone's tool...for Herbert's sake, have the stubbornness not to submit to what you see instantly, because you can only see some facts at a time.

Mobile spellcasting is from Complete Adventurer P.111.
It basically lets you make a double move during a spellcasting turn at the cost of a DC20+level of spell concentration check. If you fail the check, you still get the double move (move action + moving while casting,) but you lose the spell. Concentration checks are pretty brutal in 3.5, but it makes for good uses for simple things like needing to move quickly to get in to range to properly place obscuring mist or whatnot.

As for flaws, ehhh.. hm.
I was thinking of sort of something between two third party flaws from a book I have. They have ways of "buying them off" (which I'm not interested in. It involved taking specific feats and needing to obtain however many ranks in whatever, or spend toward points in specific abilities,) but the flaws are interesting, in and of themselves.

► Show Spoiler

You are considered a criminal in some parts. You may or
may not be justly accused, but people from that region are
likely to consider you in a negative manner. No matter
what, you are not nefarious enough to have a price on your
head and will generally not be pursued out of the local
jurisdiction. Returning to the region, however, will likely
result in attempts at arrest for your past (alleged) crimes. Penalty: The character takes a -3 penalty to Diplomacy
when dealing with people from the area where they are
wanted, and honest folks in that region will refuse to do
business with them. Depending on the characterÃ”Ã‡Ã–s actions,
the size of this area can grow as the game progresses,
hindering them further.

and

► Show Spoiler

You may not return to the land of your birth. You are not
being pursued, and at the borders of your home nation you
are more likely to be turned away than to be incarcerated.
Some communities erase all mention of your prior life
there. Exile is usually done for political reasons rather than
criminal ones. It may also be the result of breaking a taboo. Penalty: Because of the nature of their expulsion, the
character only gets â”¬Â¢ the normal amount of starting wealth
and suffers a -2 penalty to all Diplomacy checks with people
from their homeland.

More the penalties of Outlaw and sort of flavor of Exiled, I guess, since he ran off with his inheritance pretty quickly.
Actually, there is one like that.

► Show Spoiler

You have a price on your head. While you are not constantly
pursued, you canÃ”Ã‡Ã–t linger too long in any one place or else
word of your presence will draw bounty hunters, lawmen,
and other agents of the authorities. Conversely, you may be
targeted by criminal guilds or evil masterminds, and while
not on the run from the law, you are still being hunted.Penalty: The character takes a -3 penalty to Diplomacy
when dealing with people from the area where they are
wanted, and honest folks in that region will refuse to
do business with them, and may even report them to the
authorities. Depending on the characterÃ”Ã‡Ã–s actions, the size
of this area can grow as the game progresses, hindering
them further.

In the case of a criminal organization / mob type body being after him, at least. The idea being that Cassien's family was already starting to get in to a bit of trouble, but that he may or may not have been involved in their recent departure of this world (it hasn't been proven, and the city wouldn't have official charges against him,) but he'd have people after him. Perhaps both enemies of his family, and people that consider him a traitor to the family business or loose end.

Basically my goal is a flaw that's interesting, related to the character/not purely physical in nature, and that gives you easy hooks to manipulate as you choose.Help my WoD is showing. As for anything in exchange, at most skill focus for move silently or something...I guess? Heck, I'd be happy at just getting a situational +1 to listen checks whenever it sounds like his past is catching up with him and he needs to make a run for it.

(I completely understand if you're not ok with this in the slightest, but I like the flavor and would like to keep the background detail either way. C: )

Sorry, I'm still trying to find time to sit down and make a new character. If you get to a point where you want to begin and I'm holding things up, just begin without me and I'll give it a miss and join a later game.

Quarg wrote:Alright....this has likely been answered before...but are we allowing multiclassing?

I have never heard of anyone not allowing multiclassing at all. At worst, there's the rules for favored class in 3.5, which I agree are stupid but am still enforcing out of a sort of weary inertia; these can make certain multiclass combinations unsavory, but a human or half-elf character can always have any two classes in any proportion with no problem whatsoever, and a character of any race can combine any two classes as long as he keeps them at about the same level. (For instance, one of my NPCs is a dwarf who alternates levels of Druid, the most powerful of the base classes, and Dragon Shaman, one of the weakest. If he tried to increase his Druid level much higher than his Dragon Shaman level, he'd have a problem, but as long as they stay within 1 level of each other at all times, he's fine.) The only thing this rule really stops you from doing is cherry-picking the early-level benefits of a bunch of classes (eg starting first level as a Rogue so you have tons of skill points, going Fighter for two levels to get bonus feats, and then proceeding to be a Ranger for the rest of your career - even this is completely possible for humans, or for anyone whose favored class is Ranger).

Synch wrote:Sorry, I'm still trying to find time to sit down and make a new character. If you get to a point where you want to begin and I'm holding things up, just begin without me and I'll give it a miss and join a later game.

Or you could join the campaign a little ways in. Incidentally, does the idea of a spiritually-inclined character (not necessarily a cleric, but someone with some devotion to a deity or deities of any sort, including nature-gods or even gods of war and death) appeal to you at all? That's basically all we're missing at this point.

Amara wrote:

► Show Spoiler

You have a price on your head. While you are not constantly
pursued, you canÃ”Ã‡Ã–t linger too long in any one place or else
word of your presence will draw bounty hunters, lawmen,
and other agents of the authorities. Conversely, you may be
targeted by criminal guilds or evil masterminds, and while
not on the run from the law, you are still being hunted.Penalty: The character takes a -3 penalty to Diplomacy
when dealing with people from the area where they are
wanted, and honest folks in that region will refuse to
do business with them, and may even report them to the
authorities. Depending on the characterÃ”Ã‡Ã–s actions, the size
of this area can grow as the game progresses, hindering
them further.

In the case of a criminal organization / mob type body being after him, at least. The idea being that Cassien's family was already starting to get in to a bit of trouble, but that he may or may not have been involved in their recent departure of this world (it hasn't been proven, and the city wouldn't have official charges against him,) but he'd have people after him. Perhaps both enemies of his family, and people that consider him a traitor to the family business or loose end.

Okay, you can have this and Mobile Spellcasting.

You either die Chaotic, or you live long enough to see yourself become Lawful.

Glemp wrote:To some extent, you need to be arrogant - without it, you are vulnerable being made someone's tool...for Herbert's sake, have the stubbornness not to submit to what you see instantly, because you can only see some facts at a time.

BadgeAddict wrote:Do i need to change anything or am i good...since we're into all this problems with character information stuff....

I guess I can start the exhaustive-review process (seen above for Amara) on you next....

Incidentally, you and SpiderWrangler and Theis all have the title "Game Master" under your avatars, while I do not (I'm "Chronically Blathering" instead). Any idea why?

You either die Chaotic, or you live long enough to see yourself become Lawful.

Glemp wrote:To some extent, you need to be arrogant - without it, you are vulnerable being made someone's tool...for Herbert's sake, have the stubbornness not to submit to what you see instantly, because you can only see some facts at a time.

willpell wrote:
Incidentally, you and SpiderWrangler and Theis all have the title "Game Master" under your avatars, while I do not (I'm "Chronically Blathering" instead). Any idea why?

you'll need to pm a mod (seesamoose did it for me), and they can add you to the gamesmaster group. It unlocks some forum features, such as the tab function, etc. In my game, I keep player inventories in tab formatted Google doc that I can just paste into posts.

Most of this message is specific to BadgeAddict, but I've highlighted a few sections which I think everyone should read, one of which I'm asking for input on. That one is in red and the others, which are just kind of FYI, are in magenta.

► Show Spoiler

Okay, here's what I've got on you so far. I'm not up to scrutinizing the powers you've selected at this time, so we'll have to come back to that, but this covers most other things.

* Please show me how many ranks you invested in each of your skills, rather than just the final total. It matters for a number of reasons and I want to make sure it all came out right. Keep in mind that your Headband of Intellect does not give you more skill points; use your original 18 Intelligence for that (so 6 skill points per level of psion).

* I've discovered a source that lists a device which is almost the same as a Portable Hole, only much more powerful for most applications (in ways that would actually make it less effective for your dastardly purposes, so I'm not suggesting you switch to it, just using it as a basis for comparison), which is not normally available for sale, but whose effective value in treasure hoards is listed as only 3600 GP. Part of this is probably because it has an alignment restriction on its use, but it also suggests that perhaps the 20,000 GP price value on the standard Hole is artificially inflated. I'm guessing that Zaks didn't walk into a store and plunk down 2K platinum pieces and ask to purchase an extradimensional storage device; he probably found his trap somehow while adventuring after gaining his psionic powers, and since then the treasure-finding he's done has been negatively impacted by the fact that he was at (if not far ahead of) his Wealth By Level. But at the same time, the whole point of the pit-trap gag is for him to collect loot, so it seems like he ought to have at least a comparable amount of money to other adventurers, despite having sunk so much of its value into this thing. Therefore, I'm thinking that I should give you back some of that gold (either to spend on other items you can start with, or just as capital during the game - in the latter case, whether you carry it with you in gem form or have it all stashed somewhere is your choice), probably an amount somewhere between 3.6K and 20.0K. I'm open to suggestions.

* The previous point may make this one partially moot, but in case that never goes anywhere, this must be addressed. Your Armor Class calculations list a suit of +1 Mithral Chain Mail (it has to be +1 to result in a total of +6 to AC). First off, nobody should ever wear Chain Mail, because a Breast Plate offers the same protection with lower armor check penalty and costs only 150 gold more. Second, a +1 Mithral Breast Plate costs north of 5000 gold, and isn't listed among your purchases so far (this is where the point above comes in handy; you could put some of whatever surplus we agree upon toward the cost of this armor if you still want it). Thirdly, and most importantly, you are not proficient in armor. While you could easily spend a feat on Armor Proficiency, doing so would require you to give up one of your six Psionic Feats (I am definitely not allowing a character such as yours to take a Flaw, as I did for Amara's; you're a Tier 2 class with a fairly efficient build, potent items which you're getting a discount on, and fairly typical "murderhobo" adventurer habits, all of which means you don't need any more help than you're getting in order to be functional). If you opt not to do this, but do wear the armor, you will take its Armor Check Penalty (-2 for the Chain Mail, -1 if you take my advice and do a Breast Plate instead) on all of your Strength- and Dexterity-based rolls, including attack rolls. While that's a bearable disadvantage for mystical classes (your Mind Spike for instance never requires a hit roll), it does mean you'll have issues with mobility on rough terrain, and will limit your ability to use powers that have to roll to hit, such as Rays. Accepting this tradeoff is perfectly legitimate, but I need to know explictly whether it's what you intend to do.

* Why exactly do you have both a Ring of Feather Falling and the Catfall power? You only weigh 35 pounds in the first place; I really ought to houserule lower falling damage for Small size characters.

* Since the psicrystal is a separate creature from you that can in theory be attacked and destroyed, it can't just appear to be a bulge in your forehead, even though I kind of like the idea from a narrative point of view. (At one point when I was first allowing psionics into my game, I ruled that psicrystals should be replaced by these little "imaginary friend" things which could look like anything the owner wanted to and were made out of energy, but the rules defeated me there too.) So while it can spend all of its time sitting on your forehead rather than moving around, it can't be hidden from view any more easily than, say, a cat (since they're likewise Tiny - curiously, they don't vary in size based on the creature that creates them). If there's a Dragon article or something which modifies psicrystal rules to make something like this possible, by all means show it to me; until then I have to work with the RAW just so I don't get stymied about too many situations.

* There are several places where the numbers on your sheet don't appear to add up as they should...generally fairly minor things, but they bug me and I'd like to try and straighten them out. The one that's in your favor is your hit points, which should be 45 rather than 35; also, your HD line should read "9d4+9" (it's for easy reference to things like Sleep spells which count the target's number of Hit Dice, rather than their size). On the downside, I show your Will save at only +6, and there are a number of issues with your to-hit rolls and armor class which will need to be straightened out once we decide whether you're wearing that suit of armor that you aren't proficient with.

* You have "Hair: Red"? None of the other reptiles will let you join in their reptile games with a disfigurement like that....

You either die Chaotic, or you live long enough to see yourself become Lawful.

Glemp wrote:To some extent, you need to be arrogant - without it, you are vulnerable being made someone's tool...for Herbert's sake, have the stubbornness not to submit to what you see instantly, because you can only see some facts at a time.

1. I would very much like to spend less money on my portable hole if you will allow it.
2. I will just not wear armor at all since I can summon Inertial Armor which lasts for 1 hour/lvl.
3. What if the psicrystal was protruding from his forehead instead of actually in his forehead. half in head/half out of head. Otherwise, perhaps it has somehow melted to his chestbone, yet shows through to the surface. (I like the idea of it being a part of him, kinda)
4. I suppose I could change out catfall for something else, though honestly...lvl 1 spells all suck in my mind. That being said, I tried to go with a random mish-mash of items, to show more that he had found them then that he actually bought them.
5. I will adjust my health and wisdom, though i may need some help if there are any major things wrong as I am in no way an expert when it comes to adding all that up.

A question for the whole group, requiring only a very short answer (yes or no, or at most three degrees of maybe/maybe-not/no-opinion). In building your character, did you feel starved for skill points? Regardless of what class you had, did you feel like the skill multiple for it was sufficient to let you represent your concept, or were you constantly having to neglect things you felt were important because you just couldn't afford it all?

BadgeAddict wrote:1. I would very much like to spend less money on my portable hole if you will allow it.

I'm inclined toward allowing it, I'm just not sure what price would be fair. I don't want to make them an ordinary thing that practically every adventurers has, which they would be if they were cheaper than an Amulet of Constitution +2. I'm leaning toward either 5K, 10K, or 15K as a cost, but have yet to decide among these.

2. I will just not wear armor at all since I can summon Inertial Armor which lasts for 1 hour/lvl.

Okay that works.

3. What if the psicrystal was protruding from his forehead instead of actually in his forehead. half in head/half out of head. Otherwise, perhaps it has somehow melted to his chestbone, yet shows through to the surface. (I like the idea of it being a part of him, kinda)

Forehead will do. You can be a unicorn!

4. I suppose I could change out catfall for something else

Let's have you stick with it for now, on the assumption that falling down holes was something you worried about while growing up among the tunnel-dwelling Zh'klet. I think Psions have the ability to change out known powers at some point in their career path, the way sorcerers can change known spells, though I might be hallucinating that. At some point I'll let you get an extra power in place of Catfall, maybe using an item as an excuse.

though honestly...lvl 1 spells all suck in my mind.

Well your mind is wrong. Even among actual spells, Magic Missile is generally considered one of the best in the game, and the text constantly references it; several others are also staples. But we're not talking spells at all, we're talking powers; most of those have augmentation options, which means that they're really never obsoleted, getting better and better at high levels (Mind Thrust being an obvious example).

That being said, I tried to go with a random mish-mash of items, to show more that he had found them then that he actually bought them.

Ah, that's actually quite sensible with your backstory. (Apart from his definition of "found", of course.) I

5. I will adjust my health and wisdom, though i may need some help if there are any major things wrong as I am in no way an expert when it comes to adding all that up.

I'm pretty good at it (less through talent than through obsessive-compulsion), so if you're willing to accept my version I can give you fairly definitive answers.

You either die Chaotic, or you live long enough to see yourself become Lawful.

Glemp wrote:To some extent, you need to be arrogant - without it, you are vulnerable being made someone's tool...for Herbert's sake, have the stubbornness not to submit to what you see instantly, because you can only see some facts at a time.

Synch wrote:Sorry, I'm still trying to find time to sit down and make a new character. If you get to a point where you want to begin and I'm holding things up, just begin without me and I'll give it a miss and join a later game.

Or you could join the campaign a little ways in. Incidentally, does the idea of a spiritually-inclined character (not necessarily a cleric, but someone with some devotion to a deity or deities of any sort, including nature-gods or even gods of war and death) appeal to you at all? That's basically all we're missing at this point.

Yup thats sort of what I had in mind, I have the character and background nutted out, its just a case of making all the stats and details.

willpell wrote:A question for the whole group,... did you feel like the skill multiple for it was sufficient to let you represent your concept, or were you constantly having to neglect things you felt were important because you just couldn't afford it all?

As a ranger, I had decent skill points/level, so am certainly not starved in any true sense, and could have more if I had a + INT modifier, however I did have to choose to be really good at Spot/Listen rather than really good at Hide/Move Silently, or being mediocre at both. Had I had more skill points to play with, they likely would have gone into making Kast decent at sneaking about and staying unseen.

First, I perfectly happy with the skill points I had though I may not have been as judicious with them as I should have...

Second, Here is my second attempt at a character with all the points now adding up hopefully....
However, I did pull two flaws from http://www.roleplaynexus.com/flaws.html which work with her background/character
Code of Arms (It didn't make sense to have a female with a code of chivilary, but not to attack the unarmed sounds good to me...)
andImpious (She's a Dragon Magic Adept...she looks on all you religious types as morons)

Also, I edited a flaw Phantom Sparks initially from misunderstanding Murky-Eyed, but then found Phantom Sparks and just renamed it with the appropriate feature for the character. Essentially I assumed that Eileen has glowing red eyes which makes hiding, disguising, or going unnoticed quite difficult for her (-4 on all of those types of activities and magic)

FlawsGlowing EyesYour eyes glow in the darkness and in the day making it easy for people to identify you and locate you. -4 to Hide and Disguise checks, or Adversary has +4 to their spot checks for character when you are awake/conscious. You cannot use these as a light source. Code of Arms -4 attack rolls against creatures not armed with a melee/ranged weapon. This is negated if the creature has a natural attack. Class FeaturesScales (Ex):
At 2nd level, your skin becomes thick and scaly, granting you a +2 bonus to your natural armor. The scales can be of any color or metallic hue; they are often (but not always) of a draconic hue that matches your outlook and alignment. This bonus improves to +3 at 8th level, to +4 at 13th level, and to +5 at 18th level.
If you already have a natural armor bonus, use the higher of the two values.Dragonkin (Ex): At 4th level, you gain a +4 competence bonus on Diplomacy checks made to influence the attitude of dragons or creatures of the dragonblood subtype (see page 4). You are treated as a dragon for the purpose of determining whether frightful presence can affect you.Damage Reduction (Ex): At 6th level, you gain damage reduction 2/magic. At 16th level, this improves to damage reduction 5/magic.Immunities (Ex):At 19th level, you gain immunity to paralysis and sleep.

Breath Weapon (Su):At 1st level, you gain a breath weapon that you can use at will as a standard action. Each time you use your breath weapon, you can choose whether it takes the form of a 15-foot cone or a 30-foot line. This breath weapon deals 1d6 points of fire damage; a successful Reflex save (DC 10 + 1/2 your class level + your Con modifier) halves the damage. As you gain levels, your breath weapon's damage increases, as shown on Table 2Ã”Ã‡Ã¶1.

Duskblade- Weapon and Armor Proficiency:Duskblades are proficient with all simple and martial weapons, as well as all armors and shields (except tower shields).DuskBlade - Arcane Attunement (Sp):You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day. Duskblade Armored Mage (Ex):
for only Duskblade Spells light armor and shields does not induce a penaltyFeats

1-Lightning Reflexes

2-Dragontouched (Automatic)

3-Entangling Exhalation:
When you use your breath weapon, you can choose to enmesh all creatures in its area instead of producing its normal effect. Your breath weapon deals only half its normal damage; however, any creature that takes damage from your breath weapon becomes entangled and takes an extra 1d6 points of damage, of the same energy type as normally dealt by your breath weapon, each round at the start of your turn. This effect lasts for 1d4 rounds. If your breath weapon doesn't deal energy damage, creatures damaged by the initial breath are still entangled but don't take additional damage on later rounds.

4-Extra Invocation:
You learn one additional invocation from the list available to you, choosing an invocation of one grade lower than the highest grade of invocation you know. For example, a 6thlevel warlock could learn a least invocation, while a 16th-level warlock could learn any least, lesser, or greater invocation.

5-Steady Concentration
You can always take 10 on Concentration checks, even when conditions would not normally allow you to do so

6-Draconic Knowledge
You gain a bonus on Knowledge checks equal to the number of draconic feats you have. All Knowledge skills are class skills for all your classes.

7-Draconic Senses
You gain low-light vision and a bonus on Listen, Search, and Spot checks equal to the number of draconic feats you have. If you have three or more draconic feats, you also gain darkvision out to 60 feet. If you have four or more draconic feats, you also gain blindsense out to 20 feet

Elieen is the niece of the thirteenth Count of Fyertorr, a fortress in the Thebos Mountains that guards the Vales of Hammerdown on the northwestern border of the Tradespeak Empire as well as the roads to the Drawven kingdom of Bald Mountain. Legend has long held that the Fyertor was actually a dragon keep that was turned over to a human/dragon half-breed. Whatever the truth, the Counts are well known for using dragonic magic in defense of their peculiar section of the Empire.
Elieen is the daughter of a younger son of the twelfth Count. When Elieen was young she showed promise of dragon blood and was sent to study with a Dragon Shaman known as Ka'nepra. However when both the twelfth Count and her father were killed in battle , her uncle demanded that she be returned for Ã”Ã‡Ã¿proper trainingÃ”Ã‡Ã– as a household warrior and liege woman. Elieen returned for most of her young adult years to Fyretor where she was trained as a Duskblade with her cousin Valdar, the family heir.
However, on the death of her mother she was able to use her new found independence gained by the incomes from her motherÃ”Ã‡Ã–s dower estates to return to studying draconic magic and history with Ka'nepra.
Yet this return was short lived as the thirteenth Count called upon her as his vassal and to help the Count's allies the Sylvasetharsai of the Northern Delm to fight off an invasion of Orc tribes. The ensuing five years of skirmishes and retaliatory raids became known as the Blight War, renowned for the large number of civilian casualties and wanton destruction on both sides of the border. She

Upon returning to the Vale, Elieen found herself the focus of ValdarÃ”Ã‡Ã–s romantic attentions. This caused the Countess to demand that she be Ã”Ã‡Ã¿removedÃ”Ã‡Ã– from the Vale until Valdar is safely married to another noble house. The Count, with much grumbling, has sent Elieen from the Vale in a poorly worded orders to return only after finding a fictional lost dragon artifact or recalled by the court. She has both her own income and a small stipend from the Count but is effectively on her own devices and interests until Valdar finally marries.

Elieen is something of an oddity, she knows she is nobly born which makes her quite confident in her abilities. She also has learned the trait of her grandmother and treats of lower social standing politely. Elieen does have a sharp tongue and a vocabulary that would make a drill sergeant proud when her ire is raised (like when a commoner is being condescending to their betters).
Elieen is overly focused on amassing wealth and lands. However, she is not tight fisted with her funds if she sees some long term benefit to the expense.

Wanting to post the update so I have something more recent to keep track of. Just about have this done, but I'm exhausted and need to sleep properly. For standard inventory I'll just make a google doc I can link to for sake of making things less painful to track on a forum. Still iffy on magic items. Most of the things I want are more situational usefulness than pure stat, which means I may have lots of income for things like tokens and dust of tracelessness after. Looking to get an enchantment for my armor, and still debating on weapons + their respective enchantments. I'll figure that out when I wake up.

Eschew materials (does not require components less than 1gp in cost)
Spell Focus (Enchantment) (+1 to the DC of spells in the enchantment school and to rolls to overcome spell resistance)
Unsettling Enchantment (Opponents take a -2 to saves and attack rolls the round following an enchantment spell, regardless of whether or not they save)
Versatile Spellcaster You can use two lower-level spell slots to cast a spell one level higher.

Mobile Spellcasting You may make a concentration check DC20+spell level to take a second move action during teh casting of a spell.
Flaw: Wanted Fugitive You have a price on your head.While you are not constantly pursued, you canÃ”Ã‡Ã–t linger too long in any one place or else word of your presence will draw bounty hunters, lawmen, and other agents of the authorities. The character takes a -3 penalty to Diplomacy when dealing with people from the area where they are wanted, and honest folks in that region will refuse to do business with them, and may even report them to the authorities. Depending on the characterÃ”Ã‡Ã–s actions, the size of this area can grow as the game progresses, hindering them further.
Armored mage: Beguilers may wear light armor without incurring spell failure chance. This does not apply to spells gained through Advanced Learning, or through other means.
Weapon Finesse You may use DEX instead of STR on melee attack rolls.

Trapfinding: Beguilers may find traps as a rogue.
Cloaked casting: a beguiler's spells are more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). You also gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.
Surprise Casting: when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively. You may feint as a move action.
Advanced learning:Shock and awe
Silent Spell: You can cast your spells without making any sound. (+1 to spell level)
Advanced learning: Shadow Binding

Weapon and Armor Proficiency: Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and short sword. Beguilers are proficient with light armor, but not with shields.

Cassien had a charmed childhood. Raised primarily by his family's servant (a rather elderly Elven gentlemen named Traern Elenvir who had served with the family for generations,) he did not have many other friends until young adulthood. He lived in a state of relative naivety as a privileged merchant's child until the less legitimate side of his father's dealings resulted in an attempt on the man's life. Now aware of Traern's true nature, (a slave, not a 'house servant,') Cassien has left his family's estate. It was sold off quickly, and the sale has financed his travels. Though he has inherited a lofty sum with his parents' leaving this world, (the details of which he refuses, and is prone to giving a different story for each time,) he tends to live frugally, and wanders from one city to the next. Traern's death shook him greatly; it was Traern who taught him all he knows of magic, and the old man remained a close, faithful friend until misfortune finally took him. The death of Cassien's parents is, needless to say, questionable at best, and though it resulted in Traern's freedom, it also brought Cassien in to a world of newly founded enemies. He swears to avenge Traern; taken too soon, he believes the elf's murderer deserves no less than a knife to his throat.

Cassien often tries to defuse situations with humor. Unfortunately he's prone to an often sardonic, dark sense of humor at best, and despite learning quite a bit about the world in his past four years walking it, there are many things he still does not yet know. His current wanderings are somewhat purposeless. He has become disenchanted with 'the family business,' (as he naively knew it as a young boy,) and has yet to find his true place in the world.

Fast Movement (Ex)
A barbarianÃ”Ã‡Ã–s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarianÃ”Ã‡Ã–s speed because of any load carried or armor worn.

Illiteracy
Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarianÃ”Ã‡Ã–s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characterÃ”Ã‡Ã–s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, canÃ”Ã‡Ã–t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone elseÃ”Ã‡Ã–s action.

Uncanny Dodge (Ex)
At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Trap Sense (Ex)
Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex)
At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Damage Reduction (Ex)
At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Dalsein had awoken in the glade with no recollection of any of his life previously. Mountains loomed all around him; it appeared the glade resided in an ancient giant crater of some sort. Lightning and thunder ripped through the sky, and gale winds tore down from from the mountains as the glade was battered by a fierce tempest. A crow shrieked overhead, battling with the storm before descending into the forest. Following the path of descent of the crow, Dalsein spied a bearded man, covered in bark-like armor standing a short distance from him. Lightning flashed, and the man was gone. Dalsein was alone, and afraid.
Time passed, and very little of his questions were answered. It appeared the glade was part of a large forest that encapsulated the crater; the mountains so steep on all sides that Dalsein was trapped. He had taken his name from that first night of memory, Dalsein being Elven for thunder, and the storm crow being the first thing he saw. Dalsein believed for whatever reason, The Seasoned One had appeared to him that day and had tasked him with guardianship of the crater. Days were spent constructing shelter and foraging, exploring the rim of the crater in a futile attempt to find a way out. Days became weeks, and Dalsein had crafted weapons, slain a bear for hide, and explored every inch of his large forest. He came to know each creature, each tree as weeks became months, and months became years. On occasion, various individuals of all manner of races would make their way accidentally into the crater, and Dalsein would ensure his forest remained protected and unravaged. With no memory of any previous skill or training, he had no martial ability to rely upon and learnt fight instinctively and intuitively, to give in to his wild side in explosions of fury, bound with strength borne from years being forced to survive against the elements, and a fervent desire to uphold the task The Seasoned One had bestowed upon him.
Years became decades, and although elves are longlived, even Dalsein did not age, further reinforcing his belief that he was the chosen guardian of his forest and would serve The Seasoned One for eternity.
That is, until the day the ground shook, and a chunk of the mountain tumbled, taking out a swathe of forest, and revealing Transylvaine beyond its boundaries. Confused, Dalsein believed that he had failed The Seasoned One, who no longer cared about the sanctuary of the forest nor his need to protect it. Dalsein entered the world for the first time (that he could recall), determined to find out anything of his past and to win back the grace of The Seasoned One. The being he came across was Zaks. Dalsein was ready to launch an attack, when Zaks halted him by hurriedly exclaiming that he knew another like Dalsein, and could take him to him.

Dalsein is obviously very wary of others, having spent unknown years in isolation believing anyone else entering his forest to be a threat. He has since lowered his hostility now he is outside his confines, but nevertheless remains cautious. He is very temperamental and rash; a product of years believing he was favored by The Seasoned One and nigh indestructable.

Last edited by Synch on Mon Oct 20, 2014 3:05 pm, edited 13 times in total.

spiderwrangler wrote:Are you planning on dual wielding the club and hammer? If only planning on wielding one at a time, I'd suggest taking one in a different damage type (slashing, etc.).

Nope, was having one offensive 2H weapon, and then 1H + shield for defensive situations. You make a good point, although I don't see how my character would come up with a blade. I suppose he could have looted it from a fallen opponent. I need to finish my backstory and then it may make more sense, but basically my character is some wild barbarian forest guardian.

Ah, yeah, didn't think about it being a 2H. That's a legit reason. Was just suggesting in the event that we end up tangling with something that bludgeoning damage doesn't work well on. Reason I've got Kast with a back up other thank the kukris.